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Mohsen Keshavarz; Leili Mosalanejad – International Journal of Learning Technology, 2025
Using educational games is one of the fun and effective teaching methods. The purpose of this research is to design and implement an educational gamification program in the form of blended learning models and also, evaluate it in students' learning environments and accept it from students' points of view in multi-trial groups. This research is…
Descriptors: Educational Games, Gamification, Blended Learning, Student Attitudes
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Mohammad Nabi Karimi; Parisa Ashkani – Australian Journal of Applied Linguistics, 2025
The COVID-19 pandemic necessitated an abrupt transition from traditional classroom environments to online learning, which left a profound impact on learners' emotional experiences. This study explored the emotional challenges, particularly anxiety and frustration, faced by university English as a Foreign Language (EFL) learners during this period…
Descriptors: English (Second Language), Psychological Patterns, Coping, Online Courses